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GAMES BOOKS
Posted in Games (Wednesday, July 9, 2008)
Written by Keith J. Potter. By Wizards of the Coast.
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5 comments about D20 Weapons Locker (d20 Campaigns: d20 Modern).
- In reading about one weapon i found it contained numerous innaccuracies. If i had time to read more and if the authors data continued as it did for the M-134 it would have about the same use for this as a comic book. As a guy who maintains and operates the M-134 "minigun" i found the info he supplied laughable.
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Oh yeah. Guns. Guns. More Guns.
You gotta love it!
What I liked most about this book is the fact that it provided context for the guns. Need to know what type of rifle a Chinese army regular carries? How 'bout an FBI special agent's sidearm? And what does a Serbian anti-tank specialst lug around? Sidearms, rifles, sniper rilfes, submachine guns, machine guns, anti-materiel rifles and grenade launchers (I think I got it all).
This book has everything you need and context for all of it.
It will add a dose of realism and flavor to your campaign.
I highly recommended you purchase this product.
- Look at it this way -- I don't even play D20 Modern and I bought this book. There's a wealth of information on numerous guns, presented not only in a graphically neat and enjoyable way, but easily accessible. This is an excellent supplement for any modern-era RPG, D20 or no. A good investment.
- In this book you can find most of the weapons you're likely to come across in everyday life. The additional section at the end of the book explaining which weapons are typically carried by different law enforcement agencies around the world is quite useful, but I would have liked to see it expanded, and made a little less US-centric.
If you're after a specific weapon not listed in the book (one of my NPCs carries a South African pistol that isn't listed) you can always compare the weapon to one of those that is available and use those stats.
Altogether a handy compendium, but as always more detail would be better.
- I am rather surprised at the quality of this supplement, especially when compared to the other books in the series. This book is well presented and attractive when it comes to the actual book, layout and art. But is also full of errors and repeats, you could just as easily buy a copy of Janes and use comparable stats from the campaign book. If you simply must have a D20 weapons guide Ultramodern Firearms is much better. And The Modern Arms Guide for Spycraft is also very good, with statistics that are a big more on the realistic side and it covers more weapon types than Weapons Locker or Ultramodern Firearms.
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Posted in Games (Wednesday, July 9, 2008)
Written by Alexander R. Galloway. By Univ Of Minnesota Press.
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5 comments about Gaming: Essays On Algorithmic Culture (Electronic Mediations).
- Interesting book, but not entirely what I was expecting. It takes a very filmic approach to videogames, focusing on gaze and perspective. There are some interesting parallels draw between film and games, but for the most part, the author seems more comfortable in a critical eye outside of games themselves.
I lost interest in the book about halfway through, but I may pick it up again. If you are looking for a book about interaction or theories of play and leisure, this is not the book for you.
- After Protocol, one of the best books in cyberculture, Galloway bring us Gaming, one of the best books in gameculture.
Remembering Protocol's way, a bit of history, with some criticism after. The only problem is the book is toooo short, and very important issues, like gameart and mods, stay basics. I hope these can be developed in the next future.
And I love cover, with the Unreal Healt PickUp int the hospital.
- This is a fun book to read that is written in an accessible and engaging style that contains some really interesting ideas about gaming. Because this is more a collection of interrelated essays than a sustained argument, it makes sense to approach each essay individually.
In the first chapter-essay, to understand the relationship between the player and the game space, the author arrives at a cartesian plane of possible gaming moments: The x-axis moves between the operator's and the machine's actions, and the y-axis moves between diegetic and non-diegetic actions. The result is that some common gaming moments can be reliably plotted in this plane. The author's approach here presents a way to initiate a discussion around action, but the entire argument doesn't hang on the validity of this model. This diagram forces the author to define game diegesis somewhat narrowly within the confines of certain kinds of games, and it seems somewhat arbitrary where he draws the line between diegetic and non-diegetic. However, it's an interesting beginning, and the terms and relationships Galloway sets up here permeate the remainder of the essays, contextualizing them all within the idea of game action.
In chapter 2, the author goes to great lengths to justify his central claim that where film uses the subjective shot to represent a problem with identification, games use the subjective shot to create identification. The problem with first-person or subjective camerawork is that the perspective suggests agency or the ability to interact. It is in these moments in cinema where the camera exposes itself as an agent of looking, and the audience is confronted with its own status as observer. In other words, it is the fact that the first-person perspective holds forth the possibility of action that makes it such an uncomfortable technique in cinema, but such a natural arrangement in gaming where the possibility of interaction exists. The author then identifies certain cinematic situations that adopt visual "patina" derived from gaming. Some obvious examples of this "gamic vision" include the Heads-Up Display subjective shots from Terminator and RoboCop.
In chapter 3, Galloway unpacks the idea of realism in gaming, distancing it from the so-called "realism" of high-end graphics that purport to be faithful representations of real world objects. Instead, since gaming is for Galloway an action and not an image, realism should be imagined on different terms. Again taking cues from cinema, Galloway argues that a better kind of realism for gaming would follow the model of neorealism in film in which neorealisticness depends on narrative and not form. Galloway mentions games like September 12th and The Sims as possibilities of a better realism in gaming because they engage social reality at a level in which the game action parallels the real-world action it comments on. In other words, a person is more likely to order a pizza than shoot aliens. Again orienting his discussion on action, Galloway concludes that the true correspondence obtained in realistic gaming is a congruence between the "material substrate of the medium" and the gamer's social reality.
In the fourth chapter and the concluding one, Galloway makes a compelling case for the expressive potential of video games. In outlining the allegories of control in gaming, Galloway claims that, to the extent that successfully navigating daily life increasingly relies on selecting options from series of menus, gaming simply emulates this by enclosing it within the gaming action. The main example here is Civilization, which has been criticized for its Imperialistic politics. For Galloway, though, the problem with Civlization is not so much that it presents other nations and people groups as fodder for conquering, but that it condenses politics into a series of quantities that can be balanced and varied according to menu configurations. So Galloway does criticize the game, but mainly does so because it represents an index for the very dominance of informatic organization and how it has entirely overhauled, revolutionized, and recolonized the function of identity.
In chapter five, Galloway ends up with six theses for countergaming, one of which is hypothetical. Though the book as a whole claims to be a collection autonomous essays, it's hard not to read in this essay the culmination of ideas oulined in the first four. Put briefly, countergaming involves establishing and then subverting the formal poetics of gameplay. One theme in this is the foregrounding of apparatus, or when games break. The author's main example in this essay is Jodi's untitled game in which the interface frequently breaks down or appears to reveal its underlying code. Similarly, countergaming can become visible in subverting representational modeling of objects with degraded artifacts. Note that this is not simply bad modeling or the modeling of abstract objects. Rather, the spatiality of objects is threatened by their exposed status as images. This discussion is useful not only for outlining a potential direction for artistic or activist game design, but also for providing a context for discussing more mainstream activity like Alternate Reality Gaming in which the game world is very much defined by its juxtaposition with its representation and underlying code, or more sinister-seeming accidents like actual rendering errors in game worlds. These phenomena are not countergaming as such, but it is possible to understand the disruption of their presence better if we see it as a kind energy working against the dominant hegemony of the game structure. Such things break the framework of social realism.
Although I found this book intelligent and engaging, I'm still not sure what to do with it. The author proposes alternatives to popular critical models, but these are mostly gestures toward a way of thinking about gaming rather than a declaration of How Things Are. It is this approach, along with the approach to gaming as an action rather than games as objects, that is this book's most valuable contribution. I would recommend it to high-level game architects and virtual world architects who aren't afraid of a somewhat academic read.
- Excellent book. Until now, I have read the first two essays. In the first one, Gamic Actions - Four Moments, the author has developed an analysis framework for games based on the concept of diegesis. In the second, he digs the origins of the First-Person Shooter based on the film history. Definitely, this book will be an important reference in my doctorate research.
- I work in the video game industry and have launched over 10 titles on both console and PC, 4 of which have sold over 1 million units. This book, while academically interesting in the abstract (and that's why it's not getting 1 star from me), does not describe anything relevant to the real world of game creation or development. It does not contain anything that I would recommend to my business as either prescriptive for development activities or descriptive of player behaviors. Other than the need to publish for academic politics reasons, I don't know why the author wrote this book.
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Posted in Games (Wednesday, July 9, 2008)
Written by Peggy Vance and Celia Goodrick-Clarke. By Trafalgar Square Books.
The regular list price is $19.95.
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3 comments about The Mosaic Book: Ideas, Projects and Techniques.
- This is a wonderful book for learning to make a wide variety of mosaic tile projects. Clear, step-by-step instructions are both written and demonstrated with full-color photographs.
Sixteen projects include tables, frames, jewelry, containers, floors, and walls. There are also designs for outdoor areas, as well as the kitchen & bath. Numerous pieces of other magnificent artwork are also displayed throughout the book. There are over 30 great templates featuring many designs. Some include flowers, celestial elements, a large angel & a mermaid. There are several animals including a unicorn, butterfly & dragon as well. My only wish is that a list of suppliers was included, I found some of the materials difficult to obtain.
- The beautiful wall plaque on the cover of this book was what sold me on it, but disappointingly for me, it's probably only one of two or three projects in the book I would be interested in doing. There are photos of incredible work others have done such as pool bottoms, floors, kitchen cupboards, an outdoor monument, fountain, grottoe, patios, pillars. They make your mouth water, but there are no directions for them...not that most of us would attempt them anyway! The projects for us mortals are spaced in between these grandiose artworks and include a casket notable for its artistic design, some jewelry items, frames, a beautiful birdbath, pots, a small shelf. One important factor in keeping me from trying any of these is that although the instructions are adequate, they are not very inviting to read due to their tiny print size, and the photographs could be larger and reveal more of the process. This would not be my first choice in a mosaic book, but I'd still be tempted by that gorgeous wall plaque!
- This is a great book for Mosaic lovers! It is very informative and gives detailed step by step instructions on creating beautiful masterpieces! I highly recommend this book!
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Posted in Games (Wednesday, July 9, 2008)
Written by James Wyatt. By Wizards of the Coast.
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5 comments about Oriental Adventures (Dungeons & Dragons Supplement).
- Awww yeah, now that's what I'm talking bout. Oriental Adventures rules... one of the better books ever made. Now you can be a ninja and/or a Samurai, and when you're being one of these classes as a player character, you can say things like "You dishonor me...!" before you roll your D20 sided dice for your attack.
But, perhaps if AD&D wanted to be more politically correct, they might consider changing the name of the book from the slightly insulting 'Oriental Adventures' to the much more PC 'Asian Adventures'. LOL. Buy this one.
- The long-awaited revision of the classic "Oriental Adventures" book (I once had the original copy, then foolishly sold it), the latest Oriental Adventures version is a definite thumbs-up.
Players are given new races, character and prestige classes, skills, feats and spells. For those wanting a preprepared campaign, a map of the Japanese-oriented land of Rokugan is included.
If you liked the first Oriental Adventures, you will definitely like the second.
As for the price - who cares? It's only money, and you only live once!!!
- I once had a copy of the AD&D 1st Edition Oriental Adventures, which I later sold. Later I wanted the information again, and I purchased this.
Much like the 3.X core books, Oriental Adventures is too intertwined with a particular setting, when it should be a rules variant. That is not to say that I don't like some of the information from Lot5R/Rokugan, only that there is too much of it.
Given that, it was able to give a Japanese flavor with some of the races, and the majority of the classes. I like the takes on old races I liked, and even the Nezumi and Vanara are interesting. Despite the connection with the Lot5R/Rokugan setting, I like the idea of the Shadowlands Taint.
In all, I'm pretty satisfied.
- Konichiwa.
I've been playing DnD for about three years now and most of the time I played the regular simple setting. My friends and I played also Forgotten Realms and then I bought Oriental Adventures 3rd edition.
Personally, I enjoy watching old kung fu and samurai movies so that was another reason to buy this book.
At this time, I am Dm-ing a story set in Rokugan and to anyone that will try that out I recommend watching James Clavell's Shogun, The Seven Samurai, Rashomon and reading Usagi Yojimbo,a comic book that will warm you up for this excellent setting.
Anyhow, I recommend this rulebook, but if you're sceptical, check out the PDF version. Then you'll know what I'm talking about.
- Of course, it would help if you were knowledgeable about the L5R thing. I am not so some of this detial is allot to remember! But it is worthwhile. Next time your regualr group is getting defeated by the bad guys, don't kill or capture...Do what I did, send them to Rokugan! Great fun was had by all as the group struggled to find their way home.
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Posted in Games (Wednesday, July 9, 2008)
Written by Brad Graham and Kathy McGowan. By McGraw-Hill/TAB Electronics.
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No comments about 51 High-Tech Practical Jokes for the Evil Genius.
Posted in Games (Wednesday, July 9, 2008)
Written by Garry Kasparov. By Everyman Chess.
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2 comments about Checkmate!: My First Chess Book (Everyman Chess).
- In my first week of the fourth grade, the teacher announced that everyone in the class was going to learn how to play chess. She believed that it was the best game to be incorporated into an educational scheme and she was right. We all learned and certain times each week were set aside for games of chess. It was a very popular time, as playing any game was preferable to doing other things like spelling and writing practice.
I am in complete agreement with this philosophy, firmly believing that everyone should learn to play chess. This book is an excellent way to start, which is what you would expect, given that Kasparov is considered the best chess player ever. He starts with a description of the pieces, how they can move and their power rankings. From this, he sets up the game and explains the basic goal of the game as well as the algebraic notation used to represent the movement of the pieces. Kasparov uses a series of situations to illustrate problems, such as how to force a (stale)mate from a specific orientation. Solutions to these problems are given at the end and many of them are nontrivial. You are really required to think hard before finding the answer to some of them.
Basic strategies such as classical openings, defenses, the pin, a skewer and back rank mating options are covered. The illustrations are very high quality and it could have been used as the textbook for my fourth grade class, where I first learned how to play. Adult beginners will also find it an excellent way to learn.
Published in Journal of Recreational Mathematics, reprinted with permission.
- I have been researching for months to find a good 'starter' book to begin a chess club. I have searched online and made many stops at book stores and even asked many questions. Some of the books out there are excellent, but the cost was a little more than I wanted to spend as I am starting the club for homeschoolers and wanted to do it more as a ministry than a money-making enterprise.
To me, a great technician doesn't always translate to a great teacher. No doubt Kasparov was the former, but after reading this book he is definitely the latter as well. I believe it is an excellent book for beginners and even intermediates will find clear and colorful information here. It is also fun to read (a great quality especially for young people). The contents are:
1) the basics
2) the pieces and their moves
3) notation
4) winning and drawing
5) more about the pieces
6) tactical play
7) checkmate
8) opening play
9) endgame play
10) solutions to puzzles
11) glossary
For my needs it clearly achieves a 5 star rating. It is an inexpensive way to start a club or even to teach children. Not only that, but I will be teaching my wife tonight using this very book.
Thanks Gary!
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Posted in Games (Wednesday, July 9, 2008)
Written by Frank Longo. By Sterling.
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5 comments about Second-Degree Black Belt Sudoku (Martial Arts Sudoku).
- This is the most challenging classic Sudoku book I've found. It's a pleasure to spot the solution--some of which require tracing patterns in multiple dimensions. Frank Longo knows a beautiful puzzle.
- My biggest disappointment with Second Degree Black Belt Sudoku is the introduction. It provides very basic, simplistic solving techniques which barely scratch the surface of the advanced techniques required to solve these puzzles. No where are terms like "X Wing" "XY Wing" or "swordfish" mentioned, much less illustrated with an example. This is a real shame as you'll need to know these techniques to truly enjoy the puzzles contained in this book.
As a companion to this book I'd recommend also picking up Dell's monthly publication "Sudoku Challenge". The Dell magazine contains the most wonderful 2 page double-sided insert. This insert contains real puzzle examples and explanations of what "X Wing" "XY Wing" and "swordfish" entail.
Prior to reading the Dell publication I felt the aforementioned techniques were too advanced for me. I attempted several times to research and learn these techniques by visiting various websites with alleged examples and definitions of said techniques. What these websites actually contained was logic-jargon and math notation that was over my head. All of these websites used theoretical as opposed to real puzzle examples of each technique which only added to my confusion and frustration. The end result was me leaving the website even more confused than before I came.
Kudos to the Dell publication for being clear and concise and explaining these techniques to me in a language that was simple enough for me to understand. It was this newly learned knowledge that enabled me to overcome my frustrations with having to outright guess at some of the puzzles in Second Degree Black Belt. I'm now able to elegantly solve all the puzzles in this book, the way Sudokus were meant to be solved.
Once you have a firm grasp on X-Wing, XY Wing, and Swordfish the puzzles in Second Degree Black Belt become quite enjoyable. Not all puzzles contained in Second Degree Black Belt require these techniques, but the ones that do I consider to be on the "easy" end of the X(Y) Wing/Swordfish spectrum. These puzzles are right on par with Dell's "super tough" level puzzles, and are nowhere near as hard as Dell's "brainbuster" level puzzles.
In summary to fully enjoy Second Degree Black Belt Sudoku you'll need to understand X Wing, XY Wing, and Swordfish which unfortunately the preface of the book doesn't tell you. Otherwise you'll just be blind guessing at certain stages of each puzzle as a previous reviewer of this book alluded to.
- I wizzed throught the first Black Belt Sudoku book by another author and was getting bored toward the end. But Second Degree Black Belt by Frank Longo is awesome. These are real tough puzzles requiring an understanding of the X Wing, Unique Rectangles, Swordfish, XY Wing, XYZ Wing and other advanced strategies. Many puzzles use multiple strategies. I really liked #28 with a double X Wing based in 1's. So if you really want to dig into the more difficult strategies and avoid guessing then this is a good book to consider.
- A previous reviewer suggested the Dell montly publication for solving tips. I found it online at www.dellmagazines.com. It was very helpful, and gave me a clue to the last step for solving I haven't found on my own. If you are bored with the usual sudoku, this is the book for you, but be forewarned, it is tough, and most puzzles can't be solved without penciling in possible answers.
- My own big mouth got me in trouble and now I'm absolutely compulsive about solving the puzzles in this book. I had complained to my daughter that a friend and I were tired of not being able to find any hard sudoku puzzles. For Christmas, I received this book. Let the games begin!
I have been solving these puzzles for about 10 years but at that time they were called Number Place and were contained in the Dell monthly puzzle magazines. I routinely solved all the puzzles in ink. They were very good puzzles but not nearly as hard as this Second Degree Black Belt. I even ordered special books of Number Place puzzles directly from Dell. Then I began to hear about this whiz-bang puzzle from Japan. Of course, I had to try it. Imagine my surprise when it was just my old friend the Number Place, only dressed up.
Now on to this particular book. I absolutely love it. The puzzles are, for the most part, quite challenging. I have never heard of any of the techniques mentioned here by other reviewers. I just use dogged determination (and a pencil, now) and work at it until I'm done. I was beginning to wonder why they seemed so much harder than usual puzzles. I'm glad I read the other reviews posted here so that now I understand that these are different from the average sudoku. I suppose if people must use all those unusual solving techniques that would explain why I am having to re-grid some of the time. If you want to move beyond the basic sudoku puzzle level, and past what others call "hard" or "challenging" this book will be a great find for you. I tend to be very stubborn. I don't immediately "see" numbers revealed - as my friend does - but I have a huge amount of patience and even work with a separate eraser which I need - often. One little quirk about this book actually caused me to pass it over while shopping in a bookstore. I picked up the book and while leafing through it could immediately come up with quite a few numbers for spaces. I thought it would be too easy so I put it down. Once I received this as a gift I began to solve the first puzzle and learned the secret. You may get lots of numbers at first but then -- watch out, here comes the brick wall.
I am going to look for more information on the solving techniques mentioned by others here. It may be just the thing I am looking for to keep me from having to erase and start over, or worse yet, re-grid the puzzle. A super good book. Be prepared to be challenged and love it!
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Posted in Games (Wednesday, July 9, 2008)
Written by Mel Odom. By Pocket Star.
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5 comments about Exodus (Hellgate, London, Book 1).
- Setting: Earth, in the year 2038. A rift in reality has opened in the skies over London, England, and in comes a horde of horrifying creatures, who methodically and rapidly devastate the city of London, kill off anyone they catch, and begin transforming areas of London into a nightmarish swamp of bubbling acid pools. They seem unstoppable, especially as no one was prepared for anything like this.
Story: But, is it true that no was prepared? It turns out that at least two groups were indeed prepared. During the time of the Crusades, there were stories of demons appearing and joining the battle between the Christians and the Moslems, capitalizing on the existing mayhem and killing participants on both sides. In response, the Knights Templar, entrusted with finding and guarding the Holy Grail, also began preparing for a possible return of these demons. Even though the Templar were officially disbanded, centuries ago, they did not just cease to exist. Instead, the Templar went Underground, continued to train in battle skills, studied what little was known of the demons, and worked on enhancing their skills and their weapons with religiously-based magic.
The Knights Templar were not alone, though, in their interest in the demons. Another group, nicknamed the Cabalists, were fascinated with the demons. They did not view the demons as necessarily evil opponents of humanity, but saw them as powerful beings from another realm, that were indeed highly dangerous, but could also be the sources of powerful information, that could elevate humanity to a new stage of development. The Cabalists thus studied the demons, practiced the dark magic associated with the demons, and awaited their coming.
When the demons began pouring through the rift, nicknamed the "Hellgate", the Knights Templar emerged from hiding and tried to defeat the demons, even as did the conventional military forces. Neither was successful, but neither was eliminated. The Cabalists also stepped out of the shadows, to some extent, and began avidly studying the demons, as much as they could without getting mangled, dismembered, and eaten.
Thus, we are left with the following parties in play:
Knights Templar
Cabalists
Demons
Conventional government forces
Ordinary populace (of those not yet eaten)
"Hellgate: London (Exodus)" is the first book in a trilogy, telling us the tale of the arrival of the demons, and humanity's varying responses to their presence. The story focuses mainly on two main characters: Simon, a young Templar Knight who had forsaken his vows and his training, but returns when the arrival of the demons proves that his years of training were really not pointless, as he had thought; and Warren, a basically good young man, with a troubled past and significant "emotional baggage", who initially spends time with the Cabalists, but is eventually wooed by a powerful demon, who wants to use Warren, but will give the man tremendous power and status in return.
The Templar do not trust the Cabalists, as they see them as being too sympathetic toward the demons, and as naively over-confident about the idea of trying to learn from the demons, and maybe even control the demons. The Cabalists distrust the Templar, whom they see as too willing to throw away a potential boon to Mankind, in the opportunity to learn from the demons. The Templar do not fully trust Simon, as he once turned away from them, and Simon sees the Templar hierarchy as too rigid and not focused enough on saving the innocents. Warren initially sides with the Cabalists, and does not want to be totally seduced by the evil of the demon that seeks to use him, but can he ignore what the demon can give in return?
Even amongst the demons, there is not a uniform force. There are hints of internal power-plays, sectarian conflicts, and the underlying questions of where they are from and whether they came, or were sent here, and why.
I have read several of Mel Odom's books, including The Quest for the Trilogy: A Rover Novel of Three Adventures (The Rover) and several "Rogue Angel" books (written under the name Alex Archer), and all of them feature interesting, non-standard characters, who have definite quirks to them. All of the books also feature complex plots involving different factions that are not clearly good or evil. Hellgate: London (Exodus) fits these descriptions well, but with no feel of being formulaic or worked from a template.
Mel Odom provides a complicated plot, rich with detail and populated by three-dimensional characters, yet the pace remains quite fast, with no slow spots. Some of the action scenes are breath-taking and almost overwhelming, especially near the end of the book. Another aspect that I like is that the characters have moments of reflection, during which they work to reconcile what they are doing with what they believe.
While there is no overt sexuality, the level of gore, carnage, mayhem, and violence argues for this book being aimed at adult readers.
Post-script: I do not know if you caught the connection, and it took me a while, but the character Simon is a member of the Templars, and the name of the old but popular and long-running television series, "The Saint" was Simon Templar. Oh, both that series, and this book, took place in England. While all this could be an unintended coincidence, I am guessing that it was a mix of inside-joke humor, and an homage to what was a very good series.
Strengths: Interesting characters and plot, tons of action
Weaknesses: Not for the squeamish! The word "arcane" is over-used, when synonyms could be mixed in.
This supernatural action-thriller-fantasy novel has religious overtones. For this type of book, they do not get any better.
- The Knights Templar are usually linked with the enigmatic Freemasons, but in "Hellgate: London: Exodus," their purpose is clear: to save the citizens of London from demons leaking from the gates of Hell ('Hellgates', if you need more clarification).
You know, everyday stuff.
Author Mel Odom knows how to write a good book. And he more than proves it with Exodus, the first of three in the "Hellgate: London" series, following former Knight Thomas Cross through his struggles with accepting himself and his fate...or completely changing fate altogether.
Meanwhile, Londoner Warren Schimmer deals with the battles of living with roommates that despise him and surviving an attack from one of the Hellgates' demons.
As I said, everyday stuff.
Odom expertly intertwines Cross's and Schimmer's stories very gradually, creating an action-packed tale of good versus evil, or more simply, the changing of powers. As Thomas makes his way from his escape of South Africa to London to search for his father, or what remains of him, Warren staves off death and watches his body slowly transform into a tool for the demons.
The inclusion of characters like Leah Creasey, who holds more secrets than she's willing to tell, and Schimmer's roommate Kelli, whom he is almost unconsciously mind-controlling, helps expand a somewhat restricted storyline and add elements of impending disaster to the most heart-pounding situations. And trust me - there are a lot of 'em.
Now, if I could just find out where to get one of those Knights' cool armour suits....
- T.C. Robson
- The first novel in the HELLGATE LONDON, Mel Odom's EXODUS provides readers and game players with a prelude set eighteen years before the role playing interactive computer game. Mel Odom's book will appeal not only to game lovers but also to a more general action fiction readership who crave legendary history, technology and intriguing characters.
On All Hallow's Eve 2020 Thomas Cross, a Templar sworn to protect London to his death, enters the battle for which he has dedicated his entire life. Prepared for death, survival signifies failure in a battle against demons that have arrived through a portal and now threaten devastation beyond anything the world has never known. Armed with Nanodyne armor and arcane knowledge unavailable to the masses, Thomas enters battle, indeed his destiny. His son Simon trained as a Templar but rejected his legendary heritage in the disbelief of the reality of demons while also wanting to make his own way in the world. Now Simon conducts safaris in the wild lands of South Africa with Saundra McIntyre, sometimes encountering poachers in dangerous though less mythical fights than those of Templar legends. Returning to Cape Town after a particularly perilous action-packed encounter, Simon realizes he must return home to London in search of his father. When others are risking everything to get out of the apocalyptic mayhem that has laid waste to London, Simon risks his life to return. While others tell of aliens arriving, Simon now knows the truth behind his childhood Templar training --- somehow demons have been unleashed and all the tales he heard were not fairy tales or the delusions of his elders.
The general populace faces unfathomable devastation beyond the worst natural disasters. Power outages render people and technology helpless. Food and water become scarce while smoke darkens the sky. All normal services, substructures and civilization are no more. An attempt at escape or even emergence to look for basic necessities risks encounters with demons.
Set against the battle with the demons, two ancient organizations face the demons and each other in a subplot to the main battle between humans and demons. The Templars, driven underground in 1307 by Philip the Fair, now reside in secret chambers underneath London behind the subway system, teaching their heirs the stories of King Arthur and the responsibilities of knighthood. The Cabalists, fed on the works of Aleister Crowley and H.P. Lovecraft, seek to study demons rather than to do battle against them. A Cabalist invites Warren Schimmer to their enclave after recognizing his potential during one demon encounter. As Warren's powers grow, so do the risks --- risks with possible consequences both personal and widespread. In the battle against the demons' onslaught, Mel Odom pits organization against organization and man against man as internal politics and personal jealousies arise. The outcome promises not to be simple when one member makes a Faustian bargain that might endanger the entire human world.
EXODUS is a magnificent opening to a trilogy, setting up powerful characters, legends and personal histories as a background. The reader is drawn into the characters of both Simon and Warren as their personal histories make them multi-dimensional and indeed mythical. The powerful portrait of father and son relationships complements the fast-paced action, adding depth and personal stakes into the approaching apocalypse. Fierce loyalties and resentments undergird dynamic adrenaline-high action. Mel Odom displays a sweeping and thorough command of history and literature as well as more modern pop culture, making the world of HELLGATE LONDON a riveting read that gives more and more delight with each new finely embedded precise detail. Mel Odom captures the magic and lure of ancient history, merging elemental forces with physical science and modern technology in a trilogy that will appeal to action lovers, computer gamers, Medievalists and Moderns, and just about anyone who loves a great science fiction or dark fantasy read. EXODUS, Book One of HELLGATE, LONDON is a brilliant tale from a master storyteller.
- I have just purchased this and finding it a rather gripping read. Sadly the proof reading was appalling. Nothing story quality-wise but terrible word replacements in the most distracting moments, repeatedly and predictably so. The word "lie" appears instead of "he" more often than I bear to count, "oven" instead of "over" - just two examples of many transcription-type errors ... did the author use a handwriting scanning and conversion software package instead of of a human proofreader ?
I am looking forward to the next in the "trilogy" but I am also hoping that the frequency of spelling errors (if this can be correctly used to describe the usage of correctly spelled but incorrect words) that disrupts the flow of reading the first book in series, does not exist in the second.
- ...Than the second. Yeah, I read the books in reverse order, because the second book was available locally, and the first was not. I won't bore you or spoil the story in any way by going in depth with the book, but I'll say this much: Mr. Odom does an excellent job swinging between the two primary characters in the book. Not only does he give both of them their own fair share of screen time, but he chooses exactly the right moment to shift from the hero to the antihero, and vice versa.
I must admit that originally, this was actually a complaint of mine, because to me, at least, the antihero (Warren Schimmer) is quite a bit more interesting to read about than the hero (Simon Cross). So I'd be reading along and finish a chapter centered on Warren only to be jarred back to the much more--at the time--mundane Simon chapters. Eventually though, as the book gets its clip, both sides become equally exciting to read about, and you find yourself drawn in.
But of course, as I said in the beginning, this book is far better written than the second in terms of writing errors. Whereas the second book was plagued with issues--primarily grammatical--this book is all but free of any major problems whatsoever.
That said, the series is, without a doubt, one of the better book series I've read, and worth checking out.
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Posted in Games (Wednesday, July 9, 2008)
Written by Martin J. Osborne and Ariel Rubinstein. By The MIT Press.
The regular list price is $37.00.
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5 comments about A Course in Game Theory.
- This book is a decent alternative to the Gibbons text (which I personally prefer). You could say this book is much more comprehensive and much more mathematical than Gibbons, though. My own opinion is that much of the game theory as described in this book is not general audience and sometimes very tedious if you are only interested in theory and not so much interested in real analysis.
If you find Gibbons to be too easy or way below your level, this book is one option. The more ideal option, though, would just be to start reading academic papers - as you are obviously ready to do so. That way you could get the knowledge first hand and wouldn't need to spend time on a very detailed second hand review of areas that may not be exactly what you are looking for.
- This book is well organized in to the topics, one of the better books on game theory and explains it in a pretty easy to follow manner.
- This book was assigned for a graduate economics class I'm taking. It's very good, very complete, introduces all of the important game theory concepts in a very sophisticated way and covers a lot of material, but it's very dense, it doesn't take a long time to explain things. It tell you how it is and moves on to the next topics. I like a lot of the examples, they're entertaining, but they don't do a lot of showing you how to solve games. For someone who is learning game theory for the first time, I liked a book that was used for teaching undergrads by Dixit and Skeath, I think it was called Games of Strategy. But for a more advanced coverage of the material, this book is very good.
- The book is not that good for learning, notation very confused and the examples are not very good. It is an excellent reference because it has all the main results, but not a good book for a beginner.
- If you are seriously interested in Game Theory, this is definitely a good book. Don't expect a light-reading, dummies oriented book.
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Posted in Games (Wednesday, July 9, 2008)
Written by Will Hindmarch and Chuck Wendig and Russell Bailey. By White Wolf Publishing.
The regular list price is $19.99.
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4 comments about Ventrue: Lords Over the Damned (Vampire the Requiem).
- I just got Ventrue: Lords Over the Damned in the mail. I haven't had time to read it yet, but I have flipped through it and the production values for the book are out of sight. It's very nice. I'm glad I pre-ordered the others in the series.
- Maybe it's because it's a paperback that I thought this would be some cool text maybe a black and white drawing or two inside, but mostly just something interesting to have. I was totally blown away with the product. The premise is that's a journal of someone trying to put down some history of the Clan Venture. What they get is a lot of interviews from various vampires, including a very, very old one, very young ones, trailer park Ventrue and a dominatrix. Each has a different story to tell and all these stories end up painting a fascinating picture of the clan. And there's a murder mystery wove through the book to keep it feeling fresh, like you're reading something that is happening now. And I can't say enough about the artwork. All full color, beautiful paintings of old and young vampires. My only complaint is that it should be hard cover! I think I'll buy another one, so I use the heck out of this one and keep the other one pristine!
- The White Wolf writers are fond of pointing out the characters haven't read the books. With this, that is no longer true. Apart from the appendix, this is written completely in-game. There is no prologue fiction. There is a brief introduction from the in-game author to the mysterious person who decided to compile it. The first chapter is on the origins of the Ventrue. On the one hand, it gives essentially one, clear explanation for the origin of the Clan, how it differed and separated from Rome and the Julii, and the origin of the name Ventrue. On the other hand, the origin is firmly encased in human mythology. It is an explanation the Ventrue can and do believe, teach their neonates, and use to explain various aspects of the Clan. But gamers that wanted an explanation that can stand without mythology don't get one.
The second, much larger chapter is about the culture of the Clan, from a wide variety of angles and without exactly clear and concise descriptions. It is a collection of stories from Ventrue about the Clan, interviews with Ventrue that do, do not and really do not fit the stereotype of Lords. There are a couple of mad conspiracy theories and a contribution from a would-be saboteur dealing with Ventrue that drag the nickname Lord in the mud. There is an excellent essay on how the Ventrue manipulate the mortal world. The arrogance and madness of the Clan really comes through. They claim to have stood behind every successful ruler in Europe. It also explains Malkavia, which takes the idea of a sub-group of Ventrue that are mad but still operational and gives it a unique spin.
The technical stuff is covered in a short appendix. It introduces a new Bloodline and provides rules for using the Discipline that Malkavia allows access to. There are also some new merits and Devotions that fit the Ventrue. You don't need any book besides Requiem to understand this, but reading Damnation City's Lexicon and description of the neo-feudal system do come close to being required. There are references to many other Vampire books. Outside Vampire, World of Darkness: Asylum is a great fit with this book. The final technical aspect is the artwork. A White Wolf staffer commented on their forum that the artwork is the same, just in colour. He's wrong. Colour allows things that cannot be done in black and white, and the artists have taken full advantage.
From a Storyteller perspective, I think the contents are mostly for roleplaying and character providing. It should provide more depth no matter how well the Ventrue have been played. Also, there are stacks of in-game characters that the PCs now know by reputation. In fact, there are several systems explained in the book for Ventrue being known by various aliases, so the PCs may later learn that their allies or mentors are mentioned or even interviewed in it. Obviously, as an in-game document, there are no plot hook sidebars. Personally the information seems too vague to use as plot hooks without considerable development.
It's the book itself, as an in-game artifact, that provides stacks of options for the improvising Storyteller. After a player mentions it at the table, have his character dragged before some notable city figure. "This was distributed exclusively for Ventrue elders, how did YOU get it?" This book really emphasises the paranoid nature of vampires and specifically Ventrue, and what better way to bring in that theme than by the in-game reactions to the book? The political firestorm in the city should be massive - and probably way out of proportion to whatever was said about or by a prominent city figure in the book.
- I find myself wondering where I should start the review for this product. Do I talk about the amazing art and the sudden change to color or do I discuss the mechanics or lack thereof? The book has great qualities but they seem to be obfuscated by an alarming number of bad qualities.
The art is simply beautiful. Many of the pictures really bring to life the imagery of what is being discussed in the text. I found myself looking at the art like it was a coffee table book.
Like older white-wolf clan books, nothing in this book is in stone. The book is masterfully put together to create an illusion that the book you are reading is a compilation of a vampires years of investigative work. If this is the design that white -wolf was going for, it worked. The book does feel like a collection of works from a historian. Even the art and page layout gives the impression of a work is progress.
The writing is top notch and completely consistent throughout the paperback tome (an odd change from the normal hardcover) however the story seems to suffer from a major problem; it's unnecessarily contradictory to other white-wolf products and is in many places simply pedantic. Rather than having a clear cut story or an easy to understand account, we are given a rather boring ancient text that suggests that divine forces did not like a king and cursed him. After you get through page after page of this, you begin to wonder why you just did not make up your own history.
If you have read Requiem for Rome, you most likely had questions on the Julii. After all they looked just like the Ventrue, minus the flaw. Are they Ventrue? Are they a new clan? Where did they come from? The Ventrue books slaps together some short hypothesis on the issue but does little more than what your gaming group could come up with in fifteen minutes. Yet another mystery unsolved.
One of the new things added to this book is the Malkavians of the old game. Are they a new clan? No. Why? I don't know. Instead, they feel more like a "D&D template" that you apply to your vampire. It's a disease that can be spread and it is causing fear throughout the vampire community. I'm not going to lie, the Malkavians seem interesting and they have many plot devices, however, they would have been much more appealing as a bloodline or (heaven forbid) a new clan. Having them be a "D&D Template" that you apply to your vampire seemed a little forced, even in the text. (More on their Discipline later)
If you have been wondering why the Ventrue are considered the lords of men and Vampires and why they have not been consistently overthrown by the Daeva, then unfortunately (to my great surprise) this book does not help. This leads me to Game Mechanics. I was hoping that after all these years; we would see some interesting Bloodlines and devotions for the Ventrue who consistently get little of both in all of white-wolfs books. This does not happen here.
The first thing we are introduced to in the "crunch" section is the new bloodline called the Adrestio. They are without a doubt the most uninteresting bloodline I have ever read. With over 2000 years of the Ventrue history, we get a 20 year old bloodline that is an unprofessional (sex, drugs and rock n'roll) Ventrue that gets protean. At the very least, they could have tossed in a few other Ventrue bloodlines from the different ages. Very disappointing.
Next we get Merits. The merits are both interesting and seem to add flavor to the Lords. Rather than going through all the different Merits that are here, I will say this. The merits are the best additions to this book. Not only are they easy to implement into your game, they also add many role play opportunities.
The Devotions are fascinating but nothing that you would write home about. By the time you're done reading them you are not sure if you like them or you don't. The Devotions are not bad, but they seem like an afterthought. I can see using any of them but not necessarily going out of my way to put them on my character sheet.
The new Discipline is for the Malkavians. If you played the old game then you know what this power is. Dementation, is a mixture of Nightmare and Dominate with a unique flare to it. If your PC's aren't crazy yet, they will be.
Summery:
Is the book bad? No. Ventrue Lords over the Damned does what it set out to do. It has unknown history mixed with fun vampire interviews with eccentric elders and unique individuals. The problem with the book is that really there isn't much more there. Where amazing opportunities could have been grasped by the writer in describing the Ventrue, I continuously wondered why other vampire did not simply wipe the Ventrue out. They were weak and really have not proved that they are Lords of anything.
Then when we get to the "crunch" section, I find nothing but cobwebs and an "IOU". I understand that this book is supposed to be an information supplement but...really? Nothing at all to distinguish the Ventrue from other clans? Wow.
In closing, I will say this. If you like the Venture you may be disappointed in this book. It just doesn't have the kick that was really needed for them. If on the other hand, you are indifferent about the Ventrue, you may like this book. There is a lot of usable material that can be placed in your game right now. I for one am going to use very little from this book.
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Ventrue: Lords Over the Damned (Vampire the Requiem)
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